1.0 release. Requires 4.2.3 or higher.

- Migrated screen projection code to libeye.
- Some pickups emit light, like in Doomreal.
- Backported map revealer item from Doomreal.
- Brand new Invulnerability and Night Vision powerups.
- Add option to allow Shield Belt and armors simultaneously.
- Backported armor bonus model from Doomreal.
- Added Dual Enforcers icon for HUD.
- Changed player class names to their character names, like in Doomreal.
- Terrain splashes.
- Translocator doesn't telefrag other players in coop.
- Reduced view shake from Impact Hammer.
- Various other updates and bug fixes.
This commit is contained in:
Marisa the Magician 2019-10-21 21:57:35 +02:00
commit b79d29f071
91 changed files with 1994 additions and 511 deletions

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@ -3,7 +3,7 @@
What began as a test for importing UT vertex meshes has turned into an actual
full UT weapon and item mod.
This mod requires GZDoom g4.3pre-79-gbcef44051 or later.
This mod requires GZDoom 4.2.3 or later.
## Currently implemented
@ -55,46 +55,30 @@ This mod requires GZDoom g4.3pre-79-gbcef44051 or later.
- UT player classes
- Heretic compatibility
- Spanish localization
- UT gore system (toggleable)
- UT gore system (WIP, toggleable)
- Liquid splashes
- Original Invulnerability and Night Vision items
## In progress
- General polishing, bugfixing and rebalancing
- Add some more effects
- Lava/Slime footstep sounds?
- French, Italian and German localizations (I'll need help for these)
- N/A, this is the 1.0 release
## Ideas
## Planned
- Code cleanup / backporting of improvements from Doomreal
- Stop using A_Overlay instead of player.SetPSprite, this breaks stuff (and
is the reason the Enforcer does that lowering thing when reloading)
- Simplify certain fire loops (especially the minigun/biorifle)
- Add ####-based tweening to some weapon animations where needed
- Remember to flip the translocator model so people stop complaining
- Fancy titlemap like Doomreal
- Pickup lights like Doomreal
- Figure out some alternative invincibility item. Kinda like how I improvised
the backpack replacement
## Future plans
- Additional model optimization and cleanup (optional, not needed for 1.0)
- Trim out unused animations (this one is going to be very time-consuming)
- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
scripted textures are implemented
- Redo player models once GZDoom gets a well deserved model animation system
overhaul (mainly to clean up the current, messy implementation of this)
- Add weapon attachment support to player models when that is also added in
(at the moment all player models have an integrated placeholder weapon)
- Port some of my UT weapon mods (and maybe also some of my personal faves by
others, such as Psi Weapon Dreams)
- Hexen/Strife compatibility ???
- Relics?
- Stuff for 1.1
- Fancy titlemap like Doomreal.
- Touch up blood/gibbing features. At the moment, Nashgore is still a
superior alternative.
- Hexen/Strife compatibility ???
- Stuff for much later
- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher
once scripted textures are implemented
- Redo player models once GZDoom gets a well deserved model animation system
overhaul (mainly to clean up the current, messy implementation of this)
- Add weapon attachment support to player models when that is also added in
(at the moment all player models have an integrated placeholder weapon)
## Known bugs
- Translocator allows telefragging other players in coop (no idea if I can
even fix this)
- Biorifle sludge doesn't attach properly when it lands on the edge between
sectors. This is most noticeable with moving sectors and 3d floors.